MVC2: Ruby Heart
Alright, 3rd character FAQ. I'm planning to do Felicia next, but keep in mind I take requests. Now with Ruby Heart. With this I'm trying something new; I'm going to copy and paste from wordpad
. This should make it better(and allow me to save and edit later.)
-A blue ball dash type move. Jp goes straight, Fp goes diagonally upforward. In the air, it really makes no difference. Its direction can be changed twice by pushing a direction+P. This move is good for crossups; although some people like doing Doom AAA+Fp Schwarzelle, I like doing Doom AAA and then normal jumping and doing jumping Schwarzelle cancelled down. It's faster that way.
-Ruby summons a geyser. Sk is closer than Rk. It has startup, but it's a really good move; the geyser reaches to a bit past the top of the normal jump screen. It also deflects Projectiles
, not beams. That means Spiral's knives, Sent's drones, and Doom's rocks get nullified. Good move.
-Ruby throws her anchor chain forward, and if it hits, she pulls the opponent toward her and shoots you point blank with her cannon. Use this only in combos, it's really too slow to use otherwise.
-Ruby throws an anchor chain upforward after twirling. Not that great of a move; use it in combos(if you can combo it). And if it hits, it captures the opponent.
-Ruby puts her treasure chest on the floor, then it shakes, then a ghost pops out. Has startup, but the ghost itself offers good screen control. Also note you can move almost as soon as you drop the chest. Good move.
Flan(QCF+PP)-Exactly like a Schwarzelle, except it's reguidable 4 times. Also, it's an instant startup move, so it's good at punishing (close mistakes), like from 1/2 a screen away. It's also an instant startup move, so it can be cancelled to DHC immediately.
Partinelle(QCF+KK)-Ruby summons a ship, and if it hits, the ship unleashes cannon fire. Her best combo move, it does good damage. It's also her best DHC starting move, since you can DHC when the ship is about to leave the screen. It takes practice though.
Hyper Fantomes(QCF+PP)-Ruby puts her treasure chest on the floor just like a regular Fantome, but when the chest opens, out comes a maraude of ghosts. Not good, but it does good chip. If it gets superjumped, you're screwed most of the time. And unlike the Fantome, she's stuck in the same place during the duration of the super.
Tour De Magi(Rk,Jp,D,Sk,Fp)-More of a joke move than anything, Ruby calls a barrel from the top of the screen, if it hits, press Jp or Sk and laugh at how much damage it does, and if it gets blocked or misses, have fun watching the combo the opponent pulls on you. This is more of a move to humiliate scrubs with.
Doom AAA-Ruby need Doom like Strider needs Doom. She uses it for screen control. Use it in conjunction with Sublimation and Fantome for screen control. Basic pattern is D+Jp, D+Sk,D+Fp(air combo if it hits), D+Rk+Doom AAA, Sublimation, and then do what you see fits; Jumping Fp, Fantome, etc. What Doom does is chip if they roll; if they get hit with the Sublimation, then combo.
Ruby(AAA)/IM(Proj)/Doom(AAA)-Ruby/IM is good, first off FlanxxPC is an instant DHC. And I've heard you can infinite from air combo something like D+Sk,D+Jp,Rk/\Jp,Sk,U+Fp, Dash UF Sk,U+Fp, Fly UF,Sk+Ruby, Sk, Fp(Unfly), then land and infinite. Iunno the exact combo though; fool around.
Ruby(AAA)/Storm(Proj)/Doom(AAA)-Viscant played this team; it's good too.
Ruby(AAA)/Sent(Ground)/Doom(AAA)-Anti-Spiral team, however, you'll probably start Sent first. Ruby's AAA stops swords, and Sent has super armor, so it's a good counter team.
Basically, Ruby/char/Doom is your basic gameplan.
Magneto-Magneto can't triangle jump because of Sublimation, Doom AAA, Jumping Fp, and Fantome.
Spiral-Namely, her assist will help stop WOS.
IM-Sublimation stops smart bombs. Also, screen control stops tri-jumping.
Storm-Runaway is bad. Ruby can't catch up.
Cable-Sublimation won't help here. Still, I'd say it's a close match like 6/4.
Sentinel-Sentinel can outfly most of her stuff. And Ruby really doesn't have any fast moves to take him out.
Jumping Fp-Good for knocking down other people that jump; Best air to air.
Jumping Rk-Good for superjumping and building meter; don't be predictable.
D+Rk-Her sweep whip; has good range and can be followed by a sublimation.
D+Jp-fast, has good range, and starts up combos.
D+Fp-her main launcher; okay range.
Df+Rk-her other launcher; I stick to D+Fp though.
And finally some B&B
(Start with a jumping Fp if you want)
D+Rk, Sk Sublimation, jumping Jp, Flan, then(Uf+P, U+P, Df+P, D+P)
D+Jp, D+Sk,D+Fp/\[insert follow up here]
Jp,Sk,Jp,Sk, F+FP(Air throw)